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3 | 3 | GPUAutomaton::GPUAutomaton(int width, int height)
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4 | 4 | : gridWidth(width), gridHeight(height), bufferIndex(0) {
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5 | 5 | CreateComputeShader();
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| 6 | + LoadClearShader(); |
| 7 | + LoadRandomizeShader(); |
6 | 8 | SetupBuffers();
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7 | 9 | }
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8 | 10 |
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@@ -103,6 +105,82 @@ void main() {
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103 | 105 |
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104 | 106 | }
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105 | 107 |
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| 108 | +void GPUAutomaton::LoadClearShader() { |
| 109 | + const char* clearShaderSource = R"( |
| 110 | + #version 430 core |
| 111 | + layout(local_size_x = 32, local_size_y = 32) in; |
| 112 | + |
| 113 | + layout(std430, binding = 0) buffer CellBuffer { |
| 114 | + int cells[]; |
| 115 | + }; |
| 116 | + |
| 117 | + layout(std430, binding = 1) buffer ColorBuffer { |
| 118 | + vec4 colors[]; |
| 119 | + }; |
| 120 | + |
| 121 | + uniform ivec2 gridSize; |
| 122 | +
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| 123 | + void main() { |
| 124 | + ivec2 pos = ivec2(gl_GlobalInvocationID.xy); |
| 125 | + if (pos.x >= gridSize.x || pos.y >= gridSize.y) return; |
| 126 | + |
| 127 | + uint index = pos.y * gridSize.x + pos.x; |
| 128 | + cells[index] = 0; // Мертвая клетка |
| 129 | + colors[index] = vec4(0.0, 0.0, 0.0, 1.0); // Черный цвет |
| 130 | + } |
| 131 | + )"; |
| 132 | + |
| 133 | + shaderManager.loadComputeShader("clearShader", clearShaderSource); |
| 134 | + shaderManager.linkComputeProgram("clearProgram", "clearShader"); |
| 135 | + clearProgram = shaderManager.getProgram("clearProgram"); |
| 136 | +} |
| 137 | + |
| 138 | +void GPUAutomaton::LoadRandomizeShader() { |
| 139 | + const char* randomizeShaderSource = R"( |
| 140 | + #version 430 core |
| 141 | + layout(local_size_x = 32, local_size_y = 32) in; |
| 142 | + |
| 143 | + layout(std430, binding = 0) buffer CellBuffer { |
| 144 | + int cells[]; |
| 145 | + }; |
| 146 | + |
| 147 | + layout(std430, binding = 1) buffer ColorBuffer { |
| 148 | + vec4 colors[]; |
| 149 | + }; |
| 150 | + |
| 151 | + uniform ivec2 gridSize; |
| 152 | + uniform float density; |
| 153 | + uniform unsigned int seed; |
| 154 | +
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| 155 | +unsigned int pcg_hash(unsigned int input) { |
| 156 | + unsigned int state = input * 747796405u + 2891336453u; // Используйте 'u' для литералов беззнаковых чисел |
| 157 | + unsigned int word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u; |
| 158 | + return (word >> 22u) ^ word; |
| 159 | +} |
| 160 | +
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| 161 | + void main() { |
| 162 | + ivec2 pos = ivec2(gl_GlobalInvocationID.xy); |
| 163 | + if (pos.x >= gridSize.x || pos.y >= gridSize.y) return; |
| 164 | + |
| 165 | + uint index = pos.y * gridSize.x + pos.x; |
| 166 | + uint random = pcg_hash(index + seed); |
| 167 | + float randomFloat = float(random & 0x00FFFFFF) / float(0x01000000); // Преобразование в float [0, 1) |
| 168 | + |
| 169 | + if (randomFloat < density) { |
| 170 | + cells[index] = 1; // Живая клетка |
| 171 | + colors[index] = vec4(0.0, 0.6, 0.0, 1.0); // Зеленый цвет |
| 172 | + } else { |
| 173 | + cells[index] = 0; // Мертвая клетка |
| 174 | + colors[index] = vec4(0.0, 0.0, 0.0, 1.0); // Черный цвет |
| 175 | + } |
| 176 | + } |
| 177 | + )"; |
| 178 | + |
| 179 | + shaderManager.loadComputeShader("randomizeShader", randomizeShaderSource); |
| 180 | + shaderManager.linkComputeProgram("randomizeProgram", "randomizeShader"); |
| 181 | + randomizeProgram = shaderManager.getProgram("randomizeProgram"); |
| 182 | +} |
| 183 | + |
106 | 184 | void GPUAutomaton::SetupBuffers() {
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107 | 185 | GL_CHECK(glGenBuffers(2, cellsBuffer));
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108 | 186 | GL_CHECK(glGenBuffers(1, &colorsBuffer));
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@@ -145,29 +223,56 @@ void GPUAutomaton::Update() {
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145 | 223 |
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146 | 224 | SwapBuffers();
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147 | 225 | }
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148 |
| -// Как это работает |
149 |
| -// На каждом шаге Update() : |
150 |
| -// cellsBuffer[currentBufferIndex] привязывается к binding = 0 как входной буфер(current). |
151 |
| -// cellsBuffer[(currentBufferIndex + 1) % 2] привязывается к binding = 1 как выходной буфер(next). |
152 |
| -// Шейдер выполняет вычисления, записывая новое состояние в next и цвета в colorsBuffer. |
153 |
| -// После выполнения SwapBuffers() переключает currentBufferIndex, делая next новым current для следующего шага. |
| 226 | + |
| 227 | +/** |
| 228 | +* Как это работает |
| 229 | +* На каждом шаге Update() : |
| 230 | +* cellsBuffer[currentBufferIndex] привязывается к binding = 0 как входной буфер(current). |
| 231 | +* cellsBuffer[(currentBufferIndex + 1) % 2] привязывается к binding = 1 как выходной буфер(next). |
| 232 | +* Шейдер выполняет вычисления, записывая новое состояние в next и цвета в colorsBuffer. |
| 233 | +* После выполнения SwapBuffers() переключает currentBufferIndex, делая next новым current для следующего шага |
| 234 | +*/ |
154 | 235 | void GPUAutomaton::SwapBuffers() {
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155 | 236 | currentBufferIndex = (currentBufferIndex + 1) % 2;
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156 | 237 | }
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157 | 238 |
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158 | 239 | void GPUAutomaton::SetGridState(const std::vector<int>& inState) {
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159 |
| - //glFinish(); |
160 | 240 | GL_CHECK(glBindBuffer(GL_SHADER_STORAGE_BUFFER, cellsBuffer[currentBufferIndex]));
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161 | 241 | GL_CHECK(glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(int) * gridWidth * gridHeight, inState.data()));
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162 | 242 | }
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163 | 243 |
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164 | 244 | void GPUAutomaton::GetGridState(std::vector<int>& outState) {
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165 | 245 | outState.resize(gridWidth * gridHeight);
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166 |
| - //glFinish(); |
167 | 246 | GL_CHECK(glBindBuffer(GL_SHADER_STORAGE_BUFFER, cellsBuffer[currentBufferIndex]));
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168 | 247 | GL_CHECK(glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(int) * gridWidth * gridHeight, outState.data()));
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169 | 248 | }
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170 | 249 |
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| 250 | +void GPUAutomaton::ClearGrid() { |
| 251 | + glUseProgram(clearProgram); |
| 252 | + |
| 253 | + glUniform2i(glGetUniformLocation(clearProgram, "gridSize"), gridWidth, gridHeight); |
| 254 | + |
| 255 | + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, cellsBuffer[currentBufferIndex]); |
| 256 | + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, colorsBuffer); |
| 257 | + |
| 258 | + glDispatchCompute((gridWidth + 31) / 32, (gridHeight + 31) / 32, 1); |
| 259 | + glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); |
| 260 | +} |
| 261 | + |
| 262 | +void GPUAutomaton::RandomizeGrid(float density, unsigned int seed) { |
| 263 | + glUseProgram(randomizeProgram); |
| 264 | + |
| 265 | + glUniform2i(glGetUniformLocation(randomizeProgram, "gridSize"), gridWidth, gridHeight); |
| 266 | + glUniform1f(glGetUniformLocation(randomizeProgram, "density"), density); |
| 267 | + glUniform1ui(glGetUniformLocation(randomizeProgram, "seed"), seed); |
| 268 | + |
| 269 | + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, cellsBuffer[currentBufferIndex]); |
| 270 | + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, colorsBuffer); |
| 271 | + |
| 272 | + glDispatchCompute((gridWidth + 31) / 32, (gridHeight + 31) / 32, 1); |
| 273 | + glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); |
| 274 | +} |
| 275 | + |
171 | 276 | void GPUAutomaton::SetCellState(int x, int y, int state) {
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172 | 277 | if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
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173 | 278 | std::cerr << "SetCellState: Invalid coordinates (" << x << ", " << y << ")" << std::endl;
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